Stack Man

Spectacularly Lethal Soldier
Mapper
HHH intentionally tele-stucks specifically Soldiers and Scouts.

There are three key reasons why he should not.

It's Unnecessary

HHH has more than enough tools in his kit to catch up to fleeing scouts and soldiers.

The teleport is already an excellent gap closer. Adding speed boost on teleport, faster movement with less health, and Eyelander range make HHH one of the best Hales to chase with.

Most importantly, his wall climb, because it has no cooldown, offers quick and instantaneous movement in situations other hales would find difficult.

Other bosses can already have trouble chasing those fleeing scouts and soldiers. HHH does not need help any more than they do.

Above all else, the fail safes, rage and point capping, are always available.

It's Unfair

Teleport is always there.

Through no fault of their own, any Scout and Soldier may, discriminately, suddenly and unpreventably die. Beginning, middle, or end, it matters not.

Tele-stucks are described as needed for HHH to reach these classes at round end. Why then, can it cut off their lives so prematurely?

It's Unreliable

Thought it is meant to guarantee their deaths, it does still fail. The circumstance is often unpredictable and not effectively reproducible. No soldier or scout can rely on it to save their skins.

Ironically, it is when these classes are the last alive that it happens the most. Due to the increased knockback of last man mini-crits and crits, they have a much higher chance of surviving a telestuck.

If tele-stucks are meant to help HHH catch the two, why is it most ineffective at the time it would be most useful? (Side note: Occasionally doesn't work regardless of knockback).


If it is not to be removed, I suggest a rework: At the start of every HHH round, there is a 50% chance for each Soldier and Scout player to instantly die.
 

Stopwatch

Uncharitable Spy
Contributor
+1
A very well presented argument that covers a lot of my own personal gripes with this """design decision""".
 

thehowl5657

Notably Dangerous Demo-Knight
+1
I can understand the sentiment of wanting to have telestuck in the game, but when you're forced to rely on rng for balance it's extremely unfun to play against. It just punishes players for being in the wrong place at the wrong time or for happening to pick a specific class they they play for every other hale. It absolutely is infuriating to deal with those kinds of players but from my own personal experience even telestuck is not enough to catch them.
 

Stack Man

Spectacularly Lethal Soldier
Mapper
+1 Isn't telestuck a bug?

No, it was intentionally added by Nergal and Bottiger thinks it should stay.

HHH loses player collision for 2 seconds on teleport unless the target was a scout or a soldier.
 

Dragontamer

TF2 Admin
Contributor
+1 I actually hate it when playing as HHH sometimes as well, getting stuck inside a soldier in the air allows him to get a few market gardens, and getting stuck in a scout is the worst when he's teamed up with an engi ready to telefrag, or a heavy that has a medic for uber.
 

Bottiger

Administrator
HHH has more than enough tools in his kit to catch up to fleeing scouts and soldiers.

How is HHH supposed to catch rocket jumping trolldiers without a jump? The teleport stuck mechanic was made by the boss maker for a reason and a very valid one imo.
 

mub

Positively Inhumane Poster
Contributor
How is HHH supposed to catch rocket jumping trolldiers without a jump? The teleport stuck mechanic was made by the boss maker for a reason and a very valid one imo.

They would just have to run and chase the RED persistently until they run out of health, or catch them mess up, which isn't exactly fun, but that's already happening to HHH when he has to chase a Pyro or Demoman, which this mechanic doesn't account for. This happens to all the other Hales as well, since only the best of boss players can super jump and catch a trolldier right on landing/midair.

+1 I actually hate it when playing as HHH sometimes as well, getting stuck inside a soldier in the air allows him to get a few market gardens, and getting stuck in a scout is the worst when he's teamed up with an engi ready to telefrag, or a heavy that has a medic for uber.

This happens almost every HHH round and probably makes this mechanic more harmful than beneficial since he can take a significant chunk of damage unless the Hale is automatically ready to rage. Getting stuck inside a BFB scout by himself can let him deal an easy 1500+ damage.
 

Stack Man

Spectacularly Lethal Soldier
Mapper
How is HHH supposed to catch rocket jumping trolldiers without a jump? The teleport stuck mechanic was made by the boss maker for a reason and a very valid one imo.

Most players can't catch soldiers even when they're a Hale with a super jump. The players who can are good enough that they don't need telestuck.

The ways to catch a soldier are the same for every other Hale as they are for HHH: Chase until they mess up, Rage, or cap the point.

Oh, and before we forget about him: Scout definitely does not need be telestucked. HHH's wall climb and melee range make him the best scout counter, no contest.
 

LukaFx

Scarcely Lethal Noob
+1 Telestuck only ever feels unfair, just being a random chance you get instakilled because you decided to play the above classes.
 

Stack Man

Spectacularly Lethal Soldier
Mapper
How is HHH supposed to catch rocket jumping trolldiers without a jump? The teleport stuck mechanic was made by the boss maker for a reason and a very valid one imo.

HHH's teleport now telestucks every class.

Something is wrong.